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Everything posted by opal407
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The button is where it has always been, in the top-left. There's a play button on the game artwork. To Clarify then, we don't like that button, we liked the Dashboard Profile layout of the game where we could hit play from there, before. We can not do that at all anymore, it was removed with apparently no option to facilitate that view back the way it was. As a side point. I used the Dashboard for nothing else. I do not know why the Dashboard is even there. I do not want or care about Vortex Add On's or Updates. As an alternative, I would like to eliminate the Dashboard completely if I can not use it to launch games from. It serves no practical purpose for my interest anymore. Just another user input, I also hate the new look of the Dashboard. I much prefer when we had the old layout that had compact tool bars, and a thumbnail of the game with how many mods were currently loaded. I refuse to ever look at the dumb thing at the top of the window and have never used it. Coming back to modding was pretty jarring trying to...basically, relearn where things were in Vortex and I still refuse to use the thing at the top of the window just on pure principal. I want the Starter Dashlet back. Because this new one is massive, gives no "at a glance" look into the game currently being modded at all, and is MASSIVE for no reason. Why all the space? Why such small "launch" icons, which are also right on the icon you might be looking for? And that bar at the top of the screen is such an eyesore. If you use the Dashboard at all you're purposely taking your attention away from where everything was before. What kind of "streamline" is that? Was this update to the Dashboard tested at all before being pushed out? Why not give users the ability to turn off the Starter dashlet if they wanted to use the thing at the top rather than force everyone to use this new way of modding that is, objectively, worse?
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Firstly, I hate whichever update added the thing to the top of the screen to launch the game. Now, onto the issue I'm having. Or several, in this case. Not huge but voice to be heard and all that. The "ToDo" dashlet refuses to appear. I have it checked in Settings>Interface>Dashlets but nothing appears on the Dashboard. Current managing game is Fallout New Vegas. Was looking for the quick "one click" way to get Archive Invalidation going rather than having to go into settings for the BSA redirection (btw, terrible name when you had the obvious "click here" for it to begin with). Secondly, where is my Starter Dashlet? All I have now is this stupid "Tools" Dashlet. The launch button on Tools is tiny, there's little to no indication at a quick glance of what game is being managed, and I know how many mods are active for said managed game...how? Yes yes, there's answers to all of this if I go look elsewhere, but my point is is there a way to get this dashlet back? And if not, why was it removed? It was perfect. Showed the game, large launch button (defaulted to launch with mods) and easy way to see how many mods are loaded at a glance, the tool bars themselves were short and didn't take up...just an ungodly amount of space for NO reason... Just a whinge but also the genuine question of can I get my Starter Dashlet back so I can ignore the stupid thing at the top of the window again?
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Don't mean to necro, but I'm having the same issue with the "ToDo" dashlet being turned on in settings but not appearing on the Dash. Also, the Starter dashlet, where it shows the thumbnail of the game and the tools for said game, are also not showing and I just have "Tools" with no option to add the thumbnail launch button that shows the game being managed and how many active mods are currently loaded. And no, I, personally, hate the mini thing at the top of the window. I dislike that update greatly and would rather have the dashlet I was using for years back.
- 5 replies
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- vortex
- mod installation
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(and 2 more)
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Whooooo boy. So I'm going to start from the beginning. Two years ago I built my first PC. Finally had the money to hop on the PC master-race bandwagon. First game I bought? Skyrim. I wanted to play Skryim at 60FPS. Loaded it up, and marveled at the ultra settings and how well everything ran. I then bought Counter Strike and met a few of my online friends who learned I played Skyrim and they asked me, "What mods do you have installed?" Well I didn't end up sleeping that night as I went balls-deep into how to mod Skyrim. Found Gopher on YouTube and made my way here, naturally. Let's go ahead two years. I'm still modding Skyrim. I'll add mods, play through the game, finish and restart. Delete the entire Skyrim folder and redownload it and remod the game. Well recently I started thinking "Hey, Minecraft has modpacks, maybe Skyrim does too!" My thought process is that since mods have a LOT to take into consideration. Conflicts, load orders, leveled lists, etc. Maybe someone who knows a HELL of a lot more about making mods work together decided to throw a couple hundered mods together, took the best of the best, optimized them to work amazingly together, and threw them into a .7z or .rar file for others to download and just transfer into their respected games to be able to play as well. But...it was not to be...After a quick google I found people mention two different "mod packs". Legendary Modpack, and Skyrim Perfectly Modded. But something stuck out to me about them...They required a non-Steam version of the game. Now, I don't work for Valve, or Bethesda, but I'm pretty sure that the only way to not have Steam running with Skyrim you either have to 1. Find a work-around, which is possible with some magic and a prayer, or 2. Have a cracked version of Skyrim. Not saying that it's an illegal copy because many times people "crack" Skyrim simply to not require Steam to be running while they play, but "cracking" Skyrim is, itself, illegal if you are going to distribute it. Again, after another quick Google, a few forum posts have put my dreams of a mod pack to rest as they have more or less said that mod packs don't exist. If anyone has any comments/thoughts/ideas please post them as I would love to know if I'm the only one who would want to see such things become available. :D
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Reading through the Terms of Service of ZeniMax Media, it has become quite clear to me, after much retyping and general "de-lawyer'ing" that Bethesda "allows" PayPal links because of the fact that they cannot prove, without a doubt, that the donation to modders is because of something they did involving ZeniMax Media property. Even-so, they still "granted its use" at the start of Skyrim's modding days because they were ignorant to how large it would be, or so I think is what has happened. It was an oversight by Bethesda and its layers, and they won't allow an easier way to allow donations involving Bethesda property because they know how much it drives the community. ZeniMax Media's Terms of service section 2, subsection 2, paragraph 2, line 3 states that: "To the extent that ZeniMax cannot claim exclusive ownership rights in such UGC (User Generated Content) by operation of law or pursuant to the assignment noted above... You hereby expressly grant...license to exercise all rights of any kind or nature associated with such UGC in all formats and media". I will provide the link to the ZeniMax Media's ToS so everyone who wants to can read it. This is publicly available. If any moderators or admins have found I have overstepped the ToS stated on Nexusmods.com, please remove this and message me to inform me. If this has caused a problem for Nexusmods.com and/or its affiliates, I apologize. I was only trying to make public knowledge easier to find to better help the modding community. https://www.zenimax.com/legal_terms_us
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You are a GOD. Thank you so much for this! I was panicking because I thought Windows 10 only allowed SKSE to run in windowed mode! :D
- 31 replies
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- small window fix skyrim mod
- small window
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File bug reporting system and image uploading updates
opal407 replied to Dark0ne's topic in Site Updates
Loving the changes. Keep up the awesome work guys. -
In response to post #24862529. #24864589, #24864824, #24866544, #24867284, #24867429, #24867469, #24868034, #24868259, #24868684 are all replies on the same post. What about Falskaar, or Wyrmstooth? THose are both full-sized DLC mods that would go for a retail price of $20 at least. Remember TES IV Oblivion's Shivering Isles DLC? Falskaar and Wyrmstooth are similar. The only difference is that they aren't marketed by Bethesda. I would gladly pay for Falskaar. Sure, people would be angry that is was free and now it's payed, but what if another DLC sized mod was released? Something different? Would you pay for it then, since it never was free in the first place? Now, I agree that smaller mods should not be allowed to be put behind a paywall. And by small I mean texture mods and reskins, only because those are some of the tiniest mods that are out there. This isn't Minecraft on the Xbox people. Don't charge for skins. It's not cool. They don't change the game at all, and unless they change every single weapon in the game, I don't think it's worth money. Maybe there are some fun little mods out there (exploding chickens for example) that would be $1. Eh, it's the laugh factor. But yea...my opinion, by the way.
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Steam and Bethesda remove paid modding from Skyrim Workshop
opal407 replied to Dark0ne's topic in Site Updates
In response to post #24732389. #24756224, #24756449, #24757139, #24757319, #24757474, #24757639 are all replies on the same post. Seeing those comments calling the mod authors stupid for trying to sell their mods irritates me, highly. Why should they feel stupid? For wanting to get payed for their work? This may not have worked out, for now, but maybe they will bring it back in a future endeavor to give mod authors a chance to do this for a living. I'm sure that many of them would love to be able to say "I make mods for Bethesda, and I only make the mods I want to make." That's a great statement to make and who knows? Maybe it will happen one day. I'd love to hear what else you have to say about the subject, Robin, but I also understand that this is better left in the past. -
Quick updates to the site, money money money edition
opal407 replied to Dark0ne's topic in Site Updates
In response to post #24614164. Read the comments. They make money if the mod author tells steam to give them a cut because they helped make the mod. It comes from Steam's cut and only happens if the mod author puts it on there. Nexus doesn't just arbitrarily get money from mods. -
Quick updates to the site, money money money edition
opal407 replied to Dark0ne's topic in Site Updates
This sucks. Now because of Valve f*#@ing everything up, people are going to be doubting mods and pulling away from modding, rather than more people coming into modding. Nexus is probably already being looked at as a potential story by Kotaku and other sites, and because of that...f*#@ man...This is such bull. Why couldn't Valve work closer with modders and do their f*#@ing research rather than just do whatever they wanted? Robin, I'm sorry about what's happening. Mod authors, I'm sorry people are so shitty and stealing content. Nexus, DOESN'T THIS SUCK? We had such a great community and awesome mods being made! Now, because Valve done f*#@ed it up, we're gonna have a hard time getting back to where we were....Mod Authors, you guys are the backbone of the community. If you start to fight, then we don't exist anymore. If you wanna sell a mod, go for it. But talk to other modders about it, especially if it uses other mods and stuff. Talk to the people about how much you should sell it for. Don't just go for it and see what happens, because you can see the results here. More bickering and more of the community going down the drain...We have an awesome thing going here. Let's keep our heads high and crack down on the BS Valve made. Nexus is still the place to get the best free mods on the internet! -
In response to post #24169664. #24258219, #24272619 are all replies on the same post. Advertisement would be the perfect word for what most modders are looking for manny. Exposure to the community without having to pay? Even bad mods can become popular at that point. (sadly, some have) But even then, the donations that modders ask for must be sparse. Downfall? No. If you have the ambition to make modding your living, you can do that. You can reference anything and everything you've done here in a job. Only an idiot would say no to 13 months + however many other mods you've done. Sure, it might not be 100% coding, but how do you think the devs put the world together? They sure as hell don't code it 100% anymore! Code in the assets and let the level designers do the rest (kind of like Halo's Forge, but y'know...harder...).
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I'm one of the stubborn people in this community and I have certain mods that say to keep them on even during the intro sequence. For people having this problem, just keep restarting. It will eventually let you get through the cart sequence, and from there on you shouldn't, and I mean that in the "I personally haven't had any problems after that" way, have anymore problems. P.S. Use this command to quick restart the entire game, without the " of course. I've found this to be the easiest way to get the intro to not be broken as many times. Open the command console, for those that don't know it's the key to the left of the 1 above your letters, and type "qqq" and hit enter to close Skyrim entirely, then just open it again. I find this to be the faster way rather than wait for the game to exit and reload the main title.
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I'm not stupid. I posted this because I couldn't figure it out on my own. As I said in the first post, this happens with or without using SKSE to start the game. Either way, not using SKSE only prevents SkyUI to start up and doesn't cause any problems in the game so long as you don't have mods that require it, as stated by Gopher. All it does is disable SkyUI. The mods through the Steam Workshop will work regardless of SKSE on start-up or not. The only other mods I have are the unofficial patches. I re-downloaded the files that TES5EDIT would have taken out. The video shows that I still have a broken intro even after doing that. So my "error" is not an error since I don't have any mods, other than SkyUI (explained previously in this post), that rely on SKSE on start-up.
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Mods or no, the intro sequence is still broken. It looks the exact way as in the video. I only ever activate the mods that I have because they haven't caused any problems before. I activate the rest of the mods after I am able to run around and actually use them.
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I'm having an issue where my character is inside one of the cart drivers, it seems, and the cart in front of me has no one in it, as well as no Captain Tullius or his guard in front. Voices will start up just fine, but when you reach the gate, the gate doesn't open, thus making it impossible to start a new character. I've tried both with and without using SKSE and it's the same every time. I have the unofficial patches for all DLC, SkyUI, and the unofficial High Res pack installed through NMM. I also have several mods through Steam Workshop. Volkihar Player Room - The East Ruins, Castle Volkihar Redux - A Player Home, Towns and Villages Enhanced Whiterun and Whiterun Exterior, Riften, Solitude, Windhelm, Falkreath, and Riverwood. I have also cleaned the master files with TES V Edit, those being the update file, and the DLC files. I will edit with a video once it uploads to Youtube. If anyone can help before then, that would be tits. Edit: Here's the video of what happens: